Being the first person in history to represent the craft of user experience on a US Presidential campaign came with a unique set of challenges, goals, and innovative solutions. I’ll share best practices and methods that helped Obama for America build teams that produced winning social, mobile, e-commerce and in person experiences for all Americans. Tall tales, examples & plenty of QA to go around.
Thinking about emotion is like trying to learn how to ride a bike by reading a book. In order to really understand interactions between “users” (a/k/a people), you need to employ your own emotional awareness and emotional experience. Feeling is an important capacity to build, especially as machines get better at doing everything else. This talk shows you how to use the moment to build emotional capacity and how performance and comedy can use more than your thinking self to make better experiences between people. Don’t worry, this won’t hurt.
Lately, there’s a lot of interest in borrowing design techniques from game design. At worst, such approaches mistake games for Skinner Boxes, incentive dispensers that dole out rewards for attention. But even at their best, designers’ adoption of game principles run up against the fact that games are fundamentally opposed to product and service design principles. Games are inefficient; they serve no purpose but to provide the experience that is their very playing. Yet, perhaps the most misunderstood concept in game-inspired design is also misunderstood within game design itself: the concept of fun as an end goal and aesthetic. This talk offers a surprising new theory of fun that can help anyone make, use, and appreciate things with greater satisfaction.
Agile development has become a standard practice at many companies. Developers love Agile’s emphasis on code quality and sustainable pace. Managers love frequent delivery of features with greater visibility into the process. Yet, important questions remain. What is the role of UX designers in an Agile project? How can we work at a sustainable pace? How can we help the team deliver in the near term without losing sight of the big picture? In this talk, Lane will share insights learned working with Agile teams and share practical tips and tricks to help you integrate UX design into your Agile projects.
Effective experiences are no longer about “stickiness,” or holding eyeballs for extended durations. This metric has been trumped by the advent of device-based interactions, where brief and emotionally-resonant moments can leave greater impressions than longer, more sustained interactions…as long as their impact belies their brevity. These “casual interactions” are inherently shallow in their depth and short in their duration, but they can build strong bonds if effectively conceived and elegantly constructed. Nathan Moody, co-founder and design director of Stimulant, will share many tips, tricks, and paradigms for designing impactful casual experiences for devices, installations, and public spaces.